#modded-drg-chat
1 messages · Page 42 of 1
because it requires moving save files around directly
or at least thats my understanding
Ah ok, so when it go lives with the new update it should just work fine then
yea, so your beta file will not carry over things to your vanilla file unless you really, really try
its for sure not an accident if it happens
perfect
Things are subject to change as I believe I can edit resupply items directly now, so it will feel way more vanilla to use and possibly work for clients.
Here is an example of my widget idea as well as showing off a new call in.
Ground go boom, bugs run in fear and take minor damage.
Half Life 2 Antlion thumper was my inspiration.
this reminders me of helldiver so much and I love it
Idk what that grinder thing does but looks sick
Grinder is placeholder text and image as I could not get the widget to change pages to switch to different call ins.
oh lol
The thing that gets called down in the video is a thumper, it basically just creates a minor damaging, fear blast. Was going to implement limited uses from the call in or a timer for it.
so like, 1 damage with 500% fear?
It is whatever the SYIH blast does, after the main blast. So pretty much only useful vs swarmers and jellies.
Pretty cool overall, keep up the great work!
I’d like a mod where the only thing it changes is make SCC like 15% more damage
If I use an Audio/Music mod, do I still have to use a different save file?
If the mod is in the verified or approved category, no. Currently all audio mods are verified, and that's unlikely to change.
Cool!
where can i find mods?
are the approved category mods on github?
yeah how can I tell if its copunting as progress
verified and approved?
Yeah I think so, though we're slowly migrating the mods over from github to mod.io.
Correct
understood, but does this mean most sounds, like music/gun sounds/idk Doretta screaming
Sandbox mods are separated out and require a new save file
I understand that
The doretta scream silencer mod is on mod.io (sound qol is the name), along with a few other sound mods. Not sure about the others.
so all sounds/qol, will not require me to make a new save file.
Correct
Honestly I wonder if there is a mod that adds numbers to the HP bars of enemies
how do i install/ use mods
since would be fun to know the damage done using random damage OCs
If you're on the experimental build, esc menu -> modding tab -> install/manage mods. Mods you are subbed to should automatically download.
Yeah, a dmg numbers mod has been requested a fair number of times
No one's made it yet
is there no haz4s for thr troopers thing
are there guides for setting up a dev environment
why not add a bomb dispenser?
maybe not the nanite one, but a seperate one with limited bombs

its probably been discussed before so I wont fill it here but cool mod nonetheless
its super easy tho
yeah, 34.5 isnt live yet, only on experimental
oooooooooH okey I gotchu
I think its totally fine that its not live yet, mostly cause save file fuckery is a thing they dont want to be an issue
most of which they have no problems with
they had an experimental phase for most update, this is totally normal
It gives us time to find more typos too
and to break the game a few times
I think the idea is to let people who are bored and more dedicated to doing dumb things that cause issues do their thing so they can fix them XD
trial by fire coding is usually a good practice
Suggestion: Brutal Rock Galactic
hey guys I am getting this screen when I am clicking on the modding tab in the experimental branch
how the hell do I agree to something I never saw?
when is the agreement supposed to pop up?
Check in experimental bug reports
Long story short, this might be an issue that’s fixed in the next update variant
Very hard to reproduce on their side, it seems
That'd be dope
I had -nosplash option enabled in launch options. I wonder if that has anything to do with it
I did try, but the agreement never came up
even after uninstalling
bring up that you're experiencing the bug in #experimental-bug-discussion
It seems there’s been a lot of discussion about it
they might wanna talk with you if they havent fixed it yet
yeah, if you have anything you can possibly contribute bring it over there
otherwise, have you done the basic stuff like restarting your game and all?
oh yeah
Just the dwarves kicking bugs in the face would be rad
uninstal reinstall
verified integrity of cache
switched back and forth from experimental to stable to experimental again
no joy, only sad beards
Okay this is pulling strings but can you try quitting drg and steam manually, then restarting your computer?
I already did the first two, idk what a comp restart would do
yea I fail to see what that would accomplish either really
maybe it changes something?
really is a shot in the dark
we are dealing with dwarven techno space magick after all
🥵
are there any mods that allow you to equip the same perk multiple times
No.
why is increased pipeline build & repair range verified and not approved?
that totally impacts gameplay tho? it makes it a lot easier (also flameshot pog)
yoo, what? CVO has a subata oc that does exactly what I wanted for a clean subata oc
like, literally almost exactly
better damage and armor break
thats awesome
hrm
ill try downloading the mods again?
they werent downloading before maybe i need them fsr
give it 1 more shot yeah
im also not sure what better flashlight youre talking about
it should automatically download
I havent installed it yet, does it say you need it?
no it just isnt doing anything when i click the join
Ill restart my lobby
alright
try again
ok good news it DID SOMETHIng
btw im done since ive been vibing for like 2h now, but id appreciate if you just confirm if its working or not
but bad news it told me you have a Hidden Mod enabled
so i couldnt join
its likely we'd have to sync all our mods up ,yea
I still have a few mods from before the exp, since they arent in mod.io yet
so that must be it
ah
welp, better luck next time
instead I WILL do it
will do what
what i jus tpost ed

is there no way to unload deprecated pre u34.5 mods directly from the ingame mod menu
nope, ya gotta go in your game files
steam<steamapps<common<deep rock galactic<FSD<content<Paks
Are saves from the experimental branch and the main branch not interchangeable with one another?
I created a copy of my main save and wanted to use it on the experimental branch
when you first open experimental, it should copy your main game and then split away from it
just use the cheat terminal to acquire what you need
there is also a cheat terminal inside the experimental space rig, which can give you practically anything, except weapon meshes
I think I may have opened the experimental branch before
but it would have been a while ago at this point, I have half the promotions on the experimental save than I do on the main one
don't suppose I could just copy the main save and save over the experimental save in file explorer?
you could, you'd have to mess around a bunch with the files to get it right, with the naming and all
cuz everything is in the same folder
progress in experimental doesnt matter really tho, just use the terminal to save you the bother
fair point, cheers 
cuz worst case scenario, you mess up the wrong save and delete your main one, then thats even more trouble
you click subscribe, it downloads the mod, then you play the game
it's really no different from the steam workshop
oh. that's pretty sweet
i bet they went with mod.io because steam workshop is probably a pain in the bum to implement
do you need to move out all of your pre-existing mods when switching to the experimental branch?
yes, if you manually installed mods in the pak folder you need to remove them.
Only if the mod has it listed as a dependency.
with update 34.5 modding support, what will happen to those using mods before U34.5? Will they be also marked in the browser as using mods?
Only if you still have mods in the pak directory, all mods must be installed via modio otherwise you will be marked.
i dont see my main save in the experimental mode what do i do
use the cheat terminal
where is that
next to the medbay
I installed some mods in game, and now drg is crashing when I get through the company logos at the beginning. Where are the mods located so I can remove them?
imagine a streamer opening up the cheat terminal
why is there even a cheat terminal
because the experimental branch is for testing
so is your main save file progress not gonna carry over to main branch when you switch back
or
ok good
how do I make simple audio replacement mods?
WHY does the modding website require a login
Why can't i just download the file and put it in the right folder like with other games
pretty sure its to keep unverified and possibly malicious mods out
Help prevent attacks that would crash the site
Is there any guide on modding?
installing or making?
Ay I saw gameplay of this mod but I can’t find it
Do y’all know of a mod where it centers your gun
Classic doom style
Like shotgun right in the center of the screen
I'm not sure if that mod has even been released yet
when the modding properly comes out will it be available for xbox
im using the gamepass app on my pc to play this and i want to access the modded glory as well
Quite high, banagement makes a fudgeton of mods
And I have a habit of releasing next to none of them, lmao.
#releasethebanagementcut
where can I find info on creating mods?
there's guides and tools on the modding discord
Yeah, I just needed to clarify that none of the materials could be used to light up the caves.
There was a bit of confusion over emissive materials vs actual light sources. 
I might understand the point of a mod to remove the "die like your mother did" voice line, but naming the mod file itself nomother is a bit unfortunate.
Lmao didn’t realize it was called that
I wasn't thinking about that implication. I'll change the file name inna sec
no mothers allowed
It is changed.
would i need to make a separate save file for modding or could i just keep using my regular one
it's explained in #changelist-only-for-experimental-branch . most mods do not require a separate save (the verified/approved ones). Sandbox mods (ones that severely alter mission payout/rewards/give free stuff/etc.) will require a separate save
Daaaamn
Bro you’ve gotta release that center weapons mod
That shit is premo
@warped lagoon wins
First time trying out mods. How do you accept the toc?
That was the research I was too lazy to do. I'll see if I can find where I found info.
did you not get the prompt for terms of service?
nope
not even after restarting game
there's a bug the devs think is on mod.io's side that's causing that for some users
they brought it to them. be sure to report it in #experimental-bug-discussion and wait for an update to fix it
unfortunate :P
yeah it sucks
I just looked through Modio's privacy policy to see what data they collect and it all seems pretty standard with one bizarre exception being your birthday. Does anyone know why exactly they want that info?
This question may have already been asked, but does the official mod support mean that we can/should submit crash reports if we have mods installed?
COPPA requirements to verify you're over the age of 13.
Oh, makes sense now. Thanks for the clarification
If you're under 13 there's a ton of additional federal laws they have to comply with to acquire data from children.
Was just thinking this.
I'm going to say that you should use your own judgement. Probably throw in a comment that you're using mods so they're aware.
it would be handy if mod devs could get the crash dumps if one of their mods happens to be active at the time
unlikely to be implemented though
privacy concerns, etc
aren't the crash logs stored locally?
they are
I was more thinking of an automated system to share those logs with the modding community
if the exception contains a non-generic error message, it's normally kind of easy to nail down which mod is responsible
I am really looking forward to trying my hand at modding. Just to explore the possibilities. Stat reports and weapon tweaks. Competification.
Damn full time job and party invites
Sorry to interject, I heard there was a modding discord but can't seem to find the link. Would someone be able to help me out?
I assume we don't have access to source code but we can tweak blueprints and there is some sort of API
What is the technical skill floor like and how about the technical skill ceiling?
there is no modding api
I saw something about a developer sdk
I've been messing around with starship troopers, and getting rekt 😄
I havent had time to look into it this week
Modding discord:
#fan-communities message
Seems very hard to do solo.
I wonder how to neatly reconcile loadouts with weapon tweaks
Like thats a problem for late joiners. Its no fun to join mid session with a wonky build because of rearrangement
Check CVO if you want to learn how far you can go after year of development
Thanks Ill have a look when I get off work.
@warm agate are you associated with the CVO project?
I'm looking for something like CVO but more "vanilla." It seems to put forth a lot of tweaks that are probably welcome, but not that necessary
Like, if 20% of the CVO changes comprise 80% of the balancing value of the mod, I'd just like just that 20%
maybe the top 5 or so changes that are indisputably reasonable, which would probably include like HE greande, SCC buffs
check "dreaming heretic" by shattered
He is doing only value changes without all the stuff we did
and yeah, i'm associated, i could say "lead balance designer"
Dreaming Heretic might be up your alley then. CVO is all or nothing, I won't be accommodating for other players' wishes. Not in the near future, at least. That'd require a full port of CVO to Blueprint modding.
No, I don't imagine that would make sense
Like its clear to me that some changes are motivated/influenced by other changes etc.
I think the issue for me with CVO isn't that I don't trust you with the changes, iirc you guys are the ones who put out the ambition list doc for the last big patch, which I think I've agreed mostly with
I am so excited. I am having a hard time working thinking about making mods.
its that I don't have a good way to communicate the changes succintly to players who might join my game, and in way for them to meaningfully interact with the mod in a timeframe suitable for playing with randos
so I was thinking if theres something like CVO but much more minimalistic, where someone could reasonably scan a changelog for - that would suit me better
CVO is what I'd use with my irl friends (if/when they join me in drg)
I'm sorry, I can't help that at the moment. My hands are full with other issues that U35 and GSG are going to present, there's also CVO stuff I need to sort.
GreyHound, you made CVO? I really enjoying perusing the docs
Really spot on with the handful of change justifications I've been able to read through
I've had an elite squad of DRG veterans sorting out practically everything I could.
So, I'm not the only developer in a way.
cvo?
Oh I didn't mean that as a request, I was just explaining my rational for wanting something different, and clarifying what I was looking for
when I've got time, this week's no good sadly, mind if I familiarize myself and try to make some contributions?
Comprehensive Vanilla Overhaul
Did I read write than you made blowthrough on the minigun baseline?
Maybe one potential way of handling smoothing out the the mid match joining interactivity issue is to come up with some default loadouts to choose from to get started. IDK, I've got to delve first into what the work you've done is, and then figure out what is technically practical.
yeah I enjoy CVO for what it is, I'm wondering what can be done for its usabilty
although tbh I wouldn't request any changes to its design philosophy, e.g. balance above all else
Is it cool if we discuss CVO balance here?
no we didn't
are you sure you're reading right patchnote?
Nah. Minigun's Blowthrough is in T5 now.
I enjoy the slowdown on roll control a lot
roll control has a special place in my heart as my first OC, and I've made the exact same suggestion before
This is beyond my Hex-modding knowledge, unfortunately. Can't force preset loadouts in any way other than through BP modding if the modders even have access to it.
You must have been confused by me crediting Drillboy Jenkins for his Minigun B-through Rebalance mod. In fact, the only thing I've actually used was the added MaxPenetrations variable, so if all other methods of balancing Leadstorm fail, I'll just flip the switch.
I don't mind, haven't got a separate CVO server yet though. DM me if you have anything specific to mention.
One other way to increase its viability is just to make the mod ubiquitous for balance hungry players
@unreal quail do you want feedback on the info boxes for weapons?
e.g. turret arc should no longer say it has an ammo malus
Stattexts are currently broken. I can't fix them easily, it takes loads of work to actually change those preset lines.
will there be sanctioned mods?
define sanctioned
a mod i can use on my none modded profile
I just like a simple more enemies mod on my vanilla that's all
Examples of Verified mods would be QoL mods that do not impact gameplay, audio or visual mods that improve accessibility, cosmetics and SFX mods that you'll only experience yourself locally, and localized versions of in-game graphics.
You can use Verified mods along with your Regular Save Game. These mods will stay active even though you join a host who does not have those mods installed. Other players will not have to download those mods to join you. In effect, Verified mods are only active for you and do not alter the gameplay of any other players.\
im not asking for a bigger reward or anything it just makes the game a bit more fun
oh, that sounds more like an "approved" mod
Examples of Approved mods would be more challenging or alternative game modes, changes to weapon stats, and mods that moderately alter gameplay elements while still retaining progression in line with the regular game.
You can use Approved mods along with your Regular Save Game, meaning you can still earn XP and Resources for your regular progression while using them. If you join a game that does not have the same Approved Mods installed as you, those Mods will be disabled. Likewise, other players will automatically download the mods active in your game when joining.
(this is all in the announcements post)_
Oh the info is actualy in the pins as well
im new to this discord so i don't really know my way around XD
mainly just used to to find groups
but i was kinda worried i could not make vanilla harder anymore
that would be sad
hey guys, how do i get around steam deciding to E502 L3 me? i cant get mod.io and steam connected
seems to be a steam wide issue
Someone should make a mod that allows you to save a cave generation to replay.
So like a seed?
How long does it take to install mods after being subscribed?
2s to 1 min
I see...
it was being weird for me earlier as well
So after subscribing the mods do not install, I have my steam linked
How do you agree to the term of use in the modding section in-game?
I cant access the mods
@orchid rose besides the two i already mentioned the only other ones I'll probably use is the fabulous glyphids and fabulous molly ones
ahh
fabulous molly allows you to customize what she looks like and fabulous glyphids gives all the glyphids hats and beards
ill give em a look, only mod i played was the twitch one where chat ruined me and my lads day
or made it can't decide lmao
Do you know how to mod Xbox?
i can barely find molly
Can someone make a mod that plays a brap sound effect every time a praetorian or oppressor dies and gasses the place please
https://www.youtube.com/watch?v=MBmb5_TTT-w it should make this sound
I gotta ask, does anyone know if someone's already working on bigger lobby mods? Like more than 4 dwarves at once?
That’s exactly it. Also a short fart sound for exploders and appropriately lengthy and powerful farts for bulk detonators.
This is all I will ask of the drg modding community
https://www.youtube.com/watch?v=Qi1KebO4bzc this sound for exploders
https://www.youtube.com/watch?v=kMxSq0GlZus and this sound for bulk detonators
the pods would all make exploder sounds btw
so... many... mods
the fatboy mod could be as well called terraformer
I was thinking more along the lines of this: https://www.youtube.com/watch?v=Q_9VMaX61nI
ok based on that i feel the og exploder sound would fit for the bulk
just crank up the volume and slow it a bit
I have looked into it extensively and so have others; it is not possible without modifying packets being sent to an online Steam API.
Can a mod be updated and will that also be re-reviewed? How is it handled, will players be able to chose the old or the new version to their desire?
mods are auto-updated as far as I can tell
not sure about the review process for updates
@ripe bison it replaces your revival canteen with a Boolo Blast juice box
that's well textured
it's funny
Honor system currently, if the mod checks out initially then the updates are not checked for now. They are waiting for people to abuse that before they go heavy handed on it.
Suggestion to mods - can we make modio-feed an announcement channel? Would love to send it to our own server easily
What happens if you have applied 2 mods that alter the same thing in different ways?
One overrides the other if they change the same variables.
I cannot speak for all mods, but I can mention an interaction that happens if you install Scoot OCs and CVO at the same time. Since both of these mods make changes to OSB_M1000 file, a databank for M1000's OCs, the one from Scoot OCs takes priority because it was the latest.
Afaik if you have 2 mods that edit FileName, within FileName is bCanShoot and bIsShooting, of which the 2 mods edit separately, they will both take affect despite them editing the same FileName.
waiting for a mod where we play as humanoid glyphids and we fight hordes of dwarves crawling on all fours
i usually say be the change you want to see in the world
but im not sure if i should say it this time
good idea
hey dose anyone know where the mod folder is on the experimental build is? i fucked my game i need to get the mods off
thx
I'm half of the mind to make a lootbug farming mission type mod sometime. But I feel like that might be difficult.
The idea will be to start the mission with a similar setup to extraction. Except the refinery platform is a nutrient paste dispenser instead. The area around the dispenser is usually already a bit of a hole. So it serves like a holding pen for lootbugs.
You can't hurt lootbugs during the first stage of the mission, weapon fire and aoe won't damage them. During the mission you can pick up lootbugs by holding the pet key on them for a couple seconds. This will slow you down like with normal carrying. Throwing them will cause the lootbugs to roll up for a couple seconds like a baby shellback, letting you make ramps to collect them quicker.
There's different types of lootbugs. The normal vanilla ones. (Only they have a small chance to drop rare minerals as well during the mission that are tied to the biome like normal). And then you have food bugs. (These can be thrown into the refinery to make paste chunks. A loot bug can eat one paste chunk to start multiplying. Which stops the normal vanilla hassle of feeding them food as you might get 10 half full loot bugs.) There's only a limited amount of food bugs and you can't get more. 5-10 or so normal lootbugs. With a quota based on mission length. The game keeps track of all loot bugs spawned for the quota. So not just the ones you've captured.
Once you hit the quota, you get the option to shut down the food dispenser, and start killing bugs. You can always just delay until all the food bugs are used up. This gives you five minutes to kill all the bugs and deposit the minerals. Before the dispenser is shot into space and the pod lands.
C:\Users\Public
just had a great idea for a mod
damage numbers appearing over enemies would be great
Will mods still work when installed the old way?
I suggested this a couple weeks ago though i dont know if anybody is working on making that a thing 
yes, but they'll be sandboxed
damage numbers has been suggested a bunch, no one's worked on it yet
Works for me 
what if
glyphid slammer, but it turns you into a random grunt temporarily
and the other dwarves can pet ya when youre in grunt form
as if you were a steeve
would someone make a mod for the gunner revolver to make reference to the "big iron" song on shooting it?
that I think would be cool
Hows everyones modding experience
Been pretty neat for me so far, Really liked the Molly customization mod as well as the improved darkness mod by ArcticEcho
I was hoping to see mods that altered the HUD or a damage number mod but Haven't been able to find any
okay so yesterday I moved all my save files out of the save location before updating the game to the experimental version to use mods. However today as I'm playing on another PC the cloud file doesn't seem to have saved. I went from level 151 to 148 which means the cloud save hasn't transfered for a while.
Just use the cheat terminal for the experimental branch. That's what it's there for.
im not on it, that's the thing
this PC is on the normal branch
I know there is a cloud save, so it's interesting how it didn't save
that would be a #bug-discussion topic then
What makes you think it was modded?
another dread spawned after that one
can you mod games to give a shitload of xp?
and there were like 12 grabbers the whole mission
ah, that'd prolly do it
Well, Elite Grabbers are pretty quick, but you'd never have that many regular ones let alone Elites
ah, yeah, that's pretty slam dunk evidence
You not being on Experimental just means it was someone being lazy and not putting it in the title.
You did look at the server title first, right?
the title was just the host's username
Yeah, just a lazy leaflover not doing their due diligence on live. Hopefully 34.5 will be ready soon and those situations will be all but impossible.
Ynow, thinking about it exploder in molten core blowing up should cover a small area in flames perhaps
Though the burning ground kinda already does that
Oh I have an idea that might be cool. Lemme year what yall think
Since a couple area's hazards involve deadly plants, what if there was a goo bomber that got mutated into a SEED bomber
Its normal attack causing a hazard plant to sprout up from the ground
The glypids are evolving into Leaf-lovers
This one has been on the table for a while, @sharp pike and I might work on it finally, we've been talking about it here and there.
how do you actually USE mods? I have them enabled but no clue how to activate them
what mods do you have installed
do they have specific keybinds?
the bp mod manager does, by default it's N
If you have a mod that's listed it as a dependency, yeah. You should check the mod's mod.io page to see what dependencies it has. Currently deps aren't auto-downloaded.
Dumb idea
Sound mod that changes the stabber vines to have sniper tf2 voice lines
When it stabs it says "stab stab stab" and when I vine is broken its sniper scream
audio mods are relatively simple to make, give it a shot
Do modding tools allow things like stat aggregation such that will be able to track my weapon accuracy, weakpoint hit %, etc?
Additionally are these statistics exportable such that I can add them to a third party database to track accuracy across multiple sessions?
I'd like to see about creating some competitive leaderboards
opt-in of course
There aren't any first-party modding tools or apis. The best we have currently are things like cpp header dumps and asset property editors.
Is the tos not showing up still a bug? Or has it been fixed?
I would like a mod that lets us change our Dwarve's shaders, just like the fabulous MULE mod :)
Someone please modify in space marine armor
#modio-feed message a mod shouldn’t be “verified” if it affects other people’s games. People joining should know it’s there. Thankfully it’s something trivial, but we’ll probably see more mods get “AimedForVerified” because technically only the host needs to have it installed
That literally only works for those who have it installed and since it is verified, people aren't forced to download it to join.
It works for everyone in the lobby as long as the host has it.
Then what does this mean?
Uh, maybe I did not see the same thing as mobile tends to not go to the right post.
It was for this mod https://drg.mod.io/barrel-yeet
Which has AimedForVerified
Oh, lmao, it kept taking me to the cave leech succ mod.
S U C C
My money is on approved because of this single sentence under verified. https://i.imgur.com/xADzdCd.png
Because this mod is enabled for everyone it, by definition, does not fit the verified status.
It's one of those cases where the mod is so harmless and trivial it wouldn't hurt to be verified. But as others have said, the mod technically fits the approved category.
¯_(ツ)_/¯
Kinda defeats the purpose of labeling modded servers if you can have client-affecting mods on unlabelled servers.
It's a precedent I'd rather not set.
Indeed. Most discussion involving the approved/verified categories has revolved around the extent of the mod's effects, it's easy to forget verified mods are basically invisible to clients now.
Ok, idea, a cod zombies type gamemoden
Have to survive waves of glyphids for an extended period of time after your escape drop pod malfunctioned and they have to prep another one to send, to aid you management sends in stations to upgrade your weapons using nitra and or a new mineral thats dropped by enemies
Kind of already exists in Vanilla in the form of Point Extraction
Albeit toned waaaay down
Suggestion, a mod for an animated kick to replace the basic pickaxe attack because the uncharged pickaxe attack comes of as very awkward in a game with badass dwarves.
Would really love to see it happen
Mod idea: Megan from Mission Control. Its essentially just a reskin and audio mod for mission control but its Megan, who is well liked but aloof, and has seen it all.
And she calls you "her boys"
Ngl I'd buy mission control packs
i added a mod that required a new save state and i dont know which one it was. how would i identify it and revert it back to my original save state.
have you click apply changes in the game?
do you have the experimental mode installed?
oh man idk anymore sorry
Relax, this is the experimental branch. This is where things are supposed to break before they get pushed to the live branch. Make a #experimental-bug-discussion and see if anyone from QA has a fix.
well yeah it's only almost 4am for them
mod.io better
Modio has better features that will benefit the mod support effort. Steam workshop is confined to steam, no?
and then find the mod you want and hit the big subscribe button
Hows the mods going so far
neat
is there a guide for learning how to create mods or?
i want to do a simple asset swap
#fan-communities it's in the modding discord
Man verified vs approved mean absolutely nothing to me without context
I need some sort of mnemonic
that's why we have those pinned messages
Yes, which I have checked a number of times already
Verified, only things that affect you. Approved, things that affect the world
To me the difference is Verify is for "validity" and approved is for "goodness"
I kinda get what you're geting at but like, for example, scientists attempt to verify theories regarding the universe
you might also need to get use of an experimental drug approved for your condition
they don't necessarily correspond to the individual vs the world
It's been discussed for a few weeks now
just remove category names. embrace chaos and confusion
I like your approach
Remember, the terms were also decided upon based on their full length name. Verified (for Base Game) and Approved (for Progression).
doom viewmodels when?
left hand viewmodels maybe
Dumb idea
Change the korlok tyrant weed sprouts to look like peashooters from plants vs zombies
Are there how to start modding DRG guides? that explans the code , i have an idea for a 5th class character that's melee based axe and shield with a predator style ranged weapon and some jump/hover boots that id like to make
there's some guides on modding and resources in the Modding Discord. Link to it is in #fan-communities
tnx
Is there any guides out there for how to mod the game in any way
#fan-communities modding server
...or rather, someone answered that like literally 2 msgs up
friend has created a save for modded, but the issue is the player data has been reverted back to when he was player rank 5; tried to create a new save, the issue is still the same. not really a bug report or anything, but rather I am seeking help.
Frankly, we'd prefer to have him up to date on his current non-experimental/modded branch profile, but we don't care too much if we can't fix it
lastly, this is not time sensitive
Can we get a link and pin to the modding server here.
@wicked ivy where did you find the mod for it?
Also i assume its borderline impossible to solo
Also like i said h5p4 is more fun imo and actually relevant for playing with others
(As long as it can be solod by scout i wouldnt mind mastering it)
@wicked ivy srsly where did you find the haz 9 mod? searching high and low for it
I can't remember my friend has it
It was delisted at some point
rip
Hi, just come here to say,
"i hope some modder will create no-shake mods for my friend
🙏 "
there's a screen shake option in the game you can turn it down to zero
There is also a no camera shakes mod that has yet to be added to mod.io iirc, it does more than the standard 0 setting
Eh where is it?
I think the lowest setting only up to 25% shake effect
Just open the game, camera shake still only up to 25%
Some ppls can get sickness by the shake, and my friend leave me alone in drg
Not sure who the original author is actually, will see if I can get them to upload it
Nice, thx
Actually vanilla devs can just edit the setting so we can hit 0 shake
And add some "hurt" effect if get bite by aliens like some FPS games out there
the optimization mod is good but the loading time is still same
im gonna assume its my specs then
i have no gpu still runs good
Hello fellow miners
I wanted to make this inquiry for a while but have failed to get it through properly, but I wanted to know about a modding tool for third perspective and replays of missions played in-game, through some type of modding tool, I've seen many examples of the "spectator" perspective in some community productions.
reasoning for my Inquiry is
- my interest in it
- some memes I would love to make with it
- how LONG i've been trying to find this type of tool
I really don't know where else to shove this question except the modding channel, all I need is a name and I'll be VERY happy, cheers
I love how easy it is to install mods in this game.
That would be very hard to work for replays of past missions because the game doesn't have anything remotely close to that, and being peer to peer it would be a mass of coding for the framework for it. the closest thing to what you are looking for is https://drg.mod.io/better-spectator. Some content creators use Ansel for other things around the space rig and maybe some things in game.
I think you'd need a whole team just to create something like a DRG theater mode.
IF it's even possible.
if anyone does it it's probably going to be Banagment
that dwarf is insane
Gave us Twitch integration and a fucken ace one at that
it's goldblade for the integration
with how much banagement did it's normal to think he did it x)
or it will be both of them
Collabs are at hand, yes.
To be fair, at one point I was working on finishing Twitch Integration and made an announcement about it to all the streamers.
Would it be possible to add new cosmetic slots to the Wardrobe in order to have dwarves wear things like Glasses/goggles or Cigar(ette)s/pipes without sacrificing the hat or sideburn slots?
it's harder to do so and would need to be put into the approved section probably because I don't know what the game thinks when other players that don't have the mod sees
though that is completely an assumtion
Could be possible, I dont think any modder has attempted something like this yet
Something else I thought would be neat but would probably work better as a game feature than a mod would be the ability to set specific cosmetic loadouts for specific biomes
Always kind of looks weird going in to Glacial Strata with the Roughneck armor. I understand Dwarves are probably pretty hardy but I'd still love the option
Some kind of mod to streamline cosmetic loadouts in general would be nice. I don't really like that switching between presets of visuals also switches weapon loadouts, unless you decide to chew up a loadout slot with an identical weapon loadout but a different outfit
It's just kinda clunky
Or even just a decoupling of Cosmetic loatouts and weapon loadouts
I know how to add stuff to the wardrobe, but I am not sure about adding new slots. We could probably make a custom system to do so, similar to how Fabulous Molly works.
For example I added every armor that I could to each class as well as all of the armor paints that I could: https://cdn.discordapp.com/attachments/709825862672973866/881376330007085056/unknown.png
guys I cant seem to be able to even attempt to agree to the terms and conditions, has anyone solved this already?
Anyone know a mod that gives steve a hat?
Fabulous bugs gives all bugs hats and beards
@dusty lantern Sorry for ping, but I can't get my email verified on mod.io, so i can't comment :/
For your RGB lights mod, how difficult would it be to add an option to keep flashlights pure white?
Can someone help me put a mod into drg? It is a galaxy weapon skin mod. i am having troubles with actually putting it in the game because it didnt tell me how.
Are you playing on the experimental branch?
I'd just like something distinct. Damn teammates keep shooting the lil guy when he appears
just ran into a group that seems to be immortal...
Does this count as a mod or a cheat?
I'd say it's both. They've modified the game to cheat. Did they have a warning in the server name when you went to join them that they're running mods?
don't think so...
There are not any public mods to do that, so it is more than likely cheat engine or a trainer.
The modding server has a policy of no cheats like that.
https://cdn.discordapp.com/attachments/551874305999241251/883955027222343701/unknown.png
i have a video of it. where should I report it?
Nowhere, there isn't any enforcement for that kind of stuff. If it was a mod in the server list it'd actually be a problem.
ah. ok... i'll just avoid them then. no need to put my account at risk
Will the haz 6-7 hazard bonus changes make the mods go to sandbox?
Likely not as it is a proportionate increase in difficulty. If they are already approved, that was done by the devs.
yeah I hope so this kinda scares me
Worst comes to worst, they can just remove the bonus.
A mod that allows you to call in a round of beer using beer ingredients you find
If someone makes a custom mod outside of mod.io (like people have done in the past), will the server be marked somehow?
Not really possible as you crash if you drop a beer.
That’s just the normal problem with the Steeve perk have to go out of your way to tell your teammates to keep a buggo alive
mods loaded into the game outside mod.io automatically set the game to sandbox in 34.5
I think it's possible to create a black list mod - you install the mod, contact author about cheats with proof and then you never see these guys again - they are getting dc'd from your lobby and you can't join theirs
it hasn't been reviewed yet
😭
yo, i like to use my controller, can you make it easier for us to browse and install mods? almost everything works but that.
sucks you good and hard though your skull
one of my favorites is sneezey exploders
Still, I'll give it time. I'm sure someone wants to give steve a makeover anyways
@unborn lynx if you're on the experimental branch, you should be able to download your subscribed mods automatically in the modding menu
Where do I find this menu?
Don't see anything there
are you on the experimental branch?
im assuming you're not. modding is in experimental right now. go to deep rock's steam properties and to the betas tab and choose experimental. that lets you test the modding
Aha
more info in #experimental-discussions pinned messages if you need it
Makes sense
I wonder if theres a mod that turns everyone into Scout.
And yes I do mean gameplay wise.
And Traversal For All does that in a way as you can pick the Grappling Hook for any of the 4 classes.
Just give Gunner a 1500 round GK2 and the Zhukovs.
And of course a Grappling hook as well.
You crash if you drop the beer and pick it back up.
so if it instantly despawned upon dropping or something, it'd be fine?
Yea
You can spawn beers in mission for fun with SpawnMenu, but thats not on modio yet
Can someone help me, about 80% of the mods on mod io dont do anything in game when i click subscribe. When I try to click on the file to download it, it says I must be in game to download the file... I am in game
Also I am subscribed to a bunch of sandbox mods I never even looked at
all you need is to subscribe and press "apply changes" at the bottom of modding menu
I do, but for some reason it wont even show mods ive subbed to as pending install and awaiting apply
only a few have worked
and i have to keep unsubbing and resubbing until it says pending install
do you have any mods installed as .pak files?
No
unless FSD-WindowsNoEditor.pak is a mod which im 100% sure it isnt because i never even installed it
that's the main game
how or where do i accept terms and conditions? am i stupid and not allowed to use mods? I already have a mod.io account but i was never asked to accept anything or connect steam account
And i do have steam overlay enabled and working
was so hyped to try out some mods but guess i'm out of luck
also tried clearing steamapps\common\Deep Rock Galactic\FSD\Mods and AppData\Local\mod.io folder - no success
it's a bug right now sadly, on mod.io's end
you can email their support if you like, see if they can help you or get info from you for debugging
hmm weird, it seems to me that it's on drg side - on screenshots i've seen it was asking terms and conditions in game and then opening mod.io in steam overlay/browser
but for me it never did it
you can read up in #experimental-bug-discussion . The drg devs already tried reproducing this and think it's on mod.io's end. Regardless, sorry you got this bug. I hope they fix it soon
thanks, found it
Does mod.io support mod suites?
As in could I create a group of compatible compartmentalized mods and advertise their combination for subscription?
@ember crypt does the game keep the other class armors equipped for you?
Yes.
I assume that it is a hex edit so it pretty much applies right away before it can even verify it.
Nice.
its all in my wardrobe
I got one method to work to allow all class armors and paintjobs.
Are you editing the base character file or the vanity sets?
then i modded the paintjobs because they were locked for some reason
Ok, good. The base game character info assigns vanity set per class ID but I was unable to assign more than one set per class.
Planning on releasing it or something personal? I'll hold off on working on it if you plan on making it public.
personal tbh
Alrighty.
im not too skilled on modding so i think it might be kinda janky
I'll be interested to know if you can get all the MK2-MK5 armors to be available. Despite me adding them to the array, it only has the selected class versions.
So all the ones from driller, etc?
nah i barely started working on this all ive done is add gunners cosmetics to the scout
Yeah, but you have both scout and gunner MK2 - MK5 at once?
Interesting, I guess that type of edit is the way to go.
idk how you did it
but the way i did it is pretty tedious since im just copying line after line of text
Stuff like that, lol. I use a different method to test stuff before making it a more proper mod usually.
it took some trial and error for me, i just copied over the lines from gunners set first but it just ended up crashing
then i figured out how to link the connections to the packages and then it worked fine
So, i just watched another streamer use a mod setup to allow stream to summon creatures to screw with him in game.. and i was given a link to the github and for some reason i feel so stupid as i dont seem to find the mods he was using like the spawn menu... can someone help me figure this out?
They are not on modio currently, so you will need to download and use them using our old method, which will put you into a sandbox save if you play on experimental.
om extremely new so i dont know any method
You'll have to download it from our server which is linked in #fan-communities
thank you
Should be some tutorials for it in the zip and pinned in the channel. The actual Spawn Menu pak file goes next to FSD-Windows-No-Editor.pak in the paks folder for DRG.
Honestly I’d recommend waiting for u34.5 to release and for the mod to be uploaded to mod.io
I'm not certain that it will be uploaded anytime soon as some things need to be changed and still undergoing discussions with the devs.
i take it the old method is reliable or will it be getting fixed like the io?
It is fully functional either way.
Pak (old method) is the best way, but will be sandbox by default if on experimental.
The old method on the live branch will allow for progression. The old method on the current experimental build will not.
@shell inlet did you check the shop to see if the the armors are available for purchase?
i forgot to mention i had to rebuy them for the classes i put them on
Once I bought them again they stopped working. Likely just due to how I am doing it since it is not pak changing.
cigar cosmetic will the devs approve?
Will there be/Is anyone working on a sort of creative mode mod? (As in Infinite health, customs stats, speed, gravity, ammo, firing speed, etc.)
It exists and it's called Cheat Engine. I don't see any point in creating this kind of mode when you can already have that with external tools.
I know cheat engine exists, but it requires setup and i'm too lazy to do that XP
I have been looking for mods that do that, but so far I haven't found many
The closest I got was bosco with 9001 revives
cuz it's more effort to make those mods than to fire up cheatengine lmao
there were a couple insane buff mods
Friendly reminder that using Cheat Engine in non-private games will make you wet your bed.
using Cheat Engine makes you blind
This is glorious
i think shotgun shells like adding buck shot would be a cool mod for the engineer where you can pick an ammo type
man, y'wanna know something I really wanna see? a first person animation overhaul, because let's be honest, they're not great
Which ones in particular do you not like? I think some could use some work, but there's quite a lot of great first-person animation in the game.
Yoo, overhaul of Warthog animations would be a nice addition
It kinda stands out from other animations
Probably because it's one of the oldest
having shotgun slugs instead of pellets, maximum overpenetration to just ruin a crowd
Exactly theres alot of potential
@north phoenix I like that you made the yellowest pickaxe skin the saxophone :P
The real reason was because it was called the HammerBlow but that works too.
oh that's genius
@nova cedar
ye
do you have blueprint mod manager installed as well?
oh
fabulous molly needs that to work
Whats the mod that adds the festive stuff to the space rig?
Like the christmas and halloween stuff
Quick question I just wanted to know if there are any 5 or 6 player mods being developed? If at all possible?
Festive Space Rig, not sure if I ever uploaded it to modio.
Been looked into quite extensively, it is enforced by multiple systems, one of which is some Steam api stuff so we can't really edit it.
Lol I tried starship troopers + doom music mod, shit is wild
doesnt seem like it
Bulk detonator infestation is best mod
Is there anyway to access the mods from your experimental game and put them in your main one?
Like can you get into the experimental game files and then drag into main?
I suppose in theory you could go to the directory that mod.io saves mods to and copy em over. (no promises that anything works though)
I dont know but you can definitely install mods on the main branch
Does mod.io have a seperate folder where it stores the mods? or is it only in the game files?
AppData\Local\mod.io
Found it
Doesnt work, says mods are active but cant use any
And I put it in right place
Do I perhaps have to delete windowsnoeditor or no
Maybe its just a thing with mod.io mods that they are not compatible with the current method
Dunno why that would be though
And I put it in FSD/Content/Paks
Ok so starship troops works, but not fab molly
Fab Molly requires the blueprint mod manager to work
No idea, I haven't touched modding experimental yet.
Maybe need an older version of blueprint to work on update 34?
If you are not on experimental then everything goes in
E:\Steam\steamapps\common\Deep Rock Galactic\FSD\Content\Paks
I did I just dont think v5 of blueprint works on latest version and only in experimental
Here is an older one.
dumb question is there any kind of level/map * editor with mods
No. There was some research into map generation, and Absurdly Long Missions is what came out of it.
pretty cursed lol
Anyone tried to do host only droppod mods yet?
What do you mean?
Like a mod that makes it so only the host can call the droppod
i was in a modded lobby where the host could spawn stuff and like lots of gold. didnt really understand because im a greenbeard, but can i get banned? i got like 40k credits in that mission
Nope won't be banned
so this was legal?
Eh. What if the host dies 😂
Not really
Just that the devs dont ban
You can rez them??
Not all the time lmao
Ok thats something for me to worry about as the host
I usually play on low haz so its not really gonna be an issue
And I play on high haz so it's a definite possibility 😂
Ok?
But feel free to make your own mod for it 😂
I wasnt asking you to make it
It's one of those "but why?" mods tbh
Not really
I could look at any mod and say "but why?"
People don't question you when you use performance mods
Ok then any other mod than a performance mod
Anything that actually changes the game mechanics
I guess you need to reflect on yourself and why you think a host only drop pod mode is useful
Because i dont want other people calling the droppod while im exploring
I want more control over my lobby as the host
Cos just kicking people isnt sufficient if you lose the ability to kick after the objective has been completed
Im not literally the only person this mod is for
Id say theres quite a few people that would benefit from it
And that's from your point of view, have you considered what other players think when they see a server with such a mod enabled?
And do you think that'll make your lobbies more barren?
i mean i get people who do respect the droppod button, i just wanna prevent randos just rushing the mission and spamming it immediately
its more of a failsafe against annoying players
Guess it'll be a balance of gating players 😂
i already have my lobby name as "EXPLORE WHOLE CAVE BEFORE DROPPOD"
i just want to protect against people who either dont read or dont care
And people still call early, dayum
its literally the one thing about drg that turns me away from it so thats why i asked
I’m not sure if that specifically has been done on its own
Wanna ask you. Does that menu look intuitive enough?
Context: quick message wheels mod configuration
Probably, though the 0 indexed labels may confuse non-programmers.
Fun thing these numbers are locally defined text so changing them is no problem
No idea why I started with zero
I'd assume 0 was up/North and then clockwise?
It being a square I might assume top-left was 0 but not knowing (or forgetting) that it's a square and not a circle might throw me.
I have a better idea - replace numbers with schemes of location
I was gonna mention using N/NE/E/etc.
Though that's less intuitive on a square than a circle
Top-left, top-center, etc are probably better for the square layout.
I don't think it is any bad that way
Bulk
quick question, why can't I download the mods from mod.io? it says that you need to be in-game? i'm already in-game and still nothing changes ._.
You need to press subscribe, it should download them. Also, make sure you are opening through the game and connecting steam account
are you on experimental?
the game version? I think no, sry I'm still new at this ._.
modding thru mod.io is only on the experimental branch rn
if you wanna try it out, close the game and go to DRG's steam properties
in the betas tab, you can swap to experimental
Well lol I implied macteras here
Also these strings are all defined by the user so there is little point in suggesting me texts. Because there are no texts packed in the mod itself 😉
*big nose snif*
guys how do i agree to the terms of use
If it didn't show up automatically when you first opened the Modding tab, it's bugged for you.
Which is a known bug btw, they are looking into it
mod that makes the huuli hoarder also explode like a detonator on death
if it cant have its minerals itll try and take you out too
I'm holding my breath for the inevitable eventual new mission type mods 
Doretta with 10 stops? Ok then
Add on a "Worse fuel canisters" mod and we have a deal
make it so you have to mine oil shale with the pickaxe and it only breaks in 10 hits 
anything else doesn't work.
Gotta say.
Thank god Steam Workshop was not used for the modding scene of this game
Why is that?
Because steam workshop is by far the worst modding platform available right now
If you have mods that use other mods as dependencies and that dependency updates.
Steam forces you to update to the latest version. Potentially bricking your games as a result.
And there is no version control of the mods using steam workshop.
The search is atrocious.
If you search for "giant Bell" you get results for giant and Bell seperately and doing normal search optimizations like giant+Bell cause steam workshop to have an heart attack and refuse to give you any result what so ever.
Steam workshop was kinda made. And then never improved upon leaving it to be by far the worst platform out there.
Especially if you work with dependencies
one click convenience at what cost D:
It's especially bad in games like tes/fo when there's so many mods and sometimes the mods you want only work within a few versions of each other on a specific version of the game.
It be great if people who also had fab molly installed could see your customized molly in game
As host
@ancient heath , i hate to ping devs usually but i wanna know if yall plan to support xbox with your modding
it said in the log that you could add support but it was unclear if you plan to
The plan is to, which is one of the reasons they chose modio.
thank you ^^
So if they join you and have fabulous molly installed they will see the hosts molly
ok good
one more question
what all can be modded currently?
like, if i wanted to..... could i add more secondary objectives?
No, its mostly just client side visual mods and mods that change mechanics, like add more difficulties
Yes, you can make a custom secondary objective.
Can you make mods that add more enemy types?
Not easily, but I have made mods that add new variants and gameplay to existing enemies.
If what the terrain looks like is what matters, yes, can just change the material(s). Entirely new cave gen is not really possible but you could fill it with custom models of stuff.
Cheetos Cavern
oof, my eyes
also, nice dystrum cavern. This shall please TommyGun 
wallace wants his moon back
So got a question, I checked out the experimental branch for the mod support but for some reason I though players not on experimental branch would be able to join my server. But, when I am playing the normal drg I have joined people using mods. My question is how can I set up a lobby with mods that anyone can join?
those ppl with mods had them installed w/o the experimental branch
as to installing them, idk sorry
I see.
Depending on what mods you have installed in the mod support system - people will be able to join you without installing mods themselves.
If you have verfied mods on - anyone canjoin you and you won't have to install mods (but also only you will see/be affected by the mods) - With approved mods on anyone can join, but they'll have to also install the mods that the host is playing with and the system will disable any approved mods you have enabled when joining.
So if you want to have a funny hat on that only you can see - np - anyone can join you. If you want to play a haz 6 mod, everyone will be prompted to install the mod. This is in order to avoid mod conflics and desyncs.
Also all servers with approved mods are tagged - so you don't by accident join a modded server.
If the original creator agrees, otherwise it's very much not recommended.
I would imagine the original creator would've uploaded their mod to the Mod.io by now.
The github also doesn't have a specific way to contact the mod maker as far as I know. I'll look more into that.
There are only 2 mods on my mod list that I really want to keep but haven't found their way onto the Mod.io. Both would be approved mods as they don't affect progression.
I'll wait until U35 drops then I'll consider doing what I mentioned, and I'll leave my discord username in the mods description in case the creator wants me to take the mod down so they can upload it themselves.
not your creation, don't upload it
if you want it on mod.io either make a new mod based on that, or find someone to make it for you
it's not a "do first, ask later" thing
After a bit of looking, ArcticEcho is the publisher of custom waves, I'm sure they already have a lot on their plate, but it'll eventually end up going on there. Idk if Yarby is still active or plans to add any of their mods. The github says something along the lines of "moving to Mod.io" so hopefully all of the mods will end up there in the long run.
I'll just have to be patient or find a new way to make things work in an entertaining way.
We'll be poking modders to move their mods to mod.io as part of the announcement when the update drops. But yeah, it's just a matter of waiting for people to fix/upload their mods.
Awesome. Thanks for the info on that.
I'm super excited for everything to move over. I'm really enjoying modded gameplay. Also, thanks for all your hard work with the mods, your effort really shows.
No worries. It's just nice to see mods finally getting official support, we didn't really expect this to happen as soon as it did to be honest.
As others have said its not a good idea to upload mods to modio that aren't yours, even with the creators approval. What if the mod breaks, are you going to remove it or be able to fix it? It's better to ask the author to upload it instead.
need our friend mino to come good and get Class Icons Default to modio 😄
mod.io is something new to me, but I haven't figured out how to download and install mods.
how do I?
so I need the experimental branch
gotcha
dumb question, if I go experimental can I play with my friends on stable?
mkay
are there any mods that make all barrels RGB
I want a mod that combines Rj250 and nukes
is there a mod that erase the red line when using IW?
it automatically downloads, all you need to do is to check if the mod is in the list as "pending to install" and press "apply changes"
is it in the ESC menu in game under modding
yes
I dont see it there
do you linked your steam account?
Will the experimental save carry over do you know
ok thank you
can anyone tell me where can i have the mod downloaded😩
i can only find information in wed mod.io but cant have mod downloaed
If you've got the game open, the mods should automatically download when you subscribe to them
@idle mulch don't post stuff like that
do you linked your steam to mod.io account?
are you on experimental branch?
you mean game version?
yes, experimental build
official version i think
you need exp version for now
can i find experimental version on steam?
go to "'properties" -> "beta-versions" and choose experimental branch
it will create a separate save file so all your official progress is safe
i am checking ,thanks anyway👍
answer to question in conversation from #drg-chat I didn't wanna get in trouble for being offtopic with:
if you install the Spawn Menu mod, you can spawn AI-less enemies in the space rig and then spawn the mission start drop pod to load in your weapons to make a jury-rigged very non-QoL friendly firing range in front of the bar
some weapon mechanics are kinda buggy admittedly though
technically my mod "Remove All Particles" does this, but ofcourse this also removes a bunch of other particles
Delete deeprock32
hello fellow dwarf, with the new update coming i was wondering if their is some mod that increase the number of loadout and if yes where and how to install it
I don't think there is a mod that increases the loadout yet
If I was better at modeling, and modding, I'd wanna make a mod that gives Bosco a new skin of a lil pangolin pet riding a gunner drone
And or to keep it simple, bosco has a lil pangolin riding on him
IIRC, modders can't even do that. Might be wrong but I'm pretty sure it's not within their capabilities, for some reasons.
to bad but thanks for the information
yeah, otherwise I think this mod would already be around 😛
A lot of the mods I installed on experimental (such as Starship Troopers) don't work, could it be because they aren't updated for the experimental version of the game or is it a mistake on my end?
Quitting the game and relaunching fixed the problem.
When in doubt, Disband Team. This reloads the Space Rig, allowing mod changes to take effect.
I tried that and it didn't work on its own
did you install their required dependencies?
Did you click apply changes button in esc modding menu?
@warm pulsar Doesn't this download automatically?
no
or maybe it does, I haven't focused my attention on the changes. Either way it's generally a good idea to make sure any dependencies are installed when something isn't working.
Yes but I think the problem was that I installed everything at the same time, as it seems that the ones that depended on Blueprint were the ones that didn't load
@heady sleet there's modding guides and tools in the modding discord


